

witness_me
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Everything posted by witness_me
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how high were you flying? Try >10k ft, they to be up high and moving fast in order to glide, ideally release from 30-40k ft or more @1.6 mach
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yeah they can do loops - take a look here (ignore the youtube link :P) https://forums.eagle.ru/showthread.php?t=259574
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someone mentioned in the discord that ED used to support it for FC3, but it's not yet supported for the new radar API the high fidelity models are using, it was mentioned that proper support is on the roadmap once the high fidelity models get their jamming pods (talking about the ED high fidelity models here - once the f16 or f18 get their jamming pod then jamming will be revisited) obviously this is all discord talk and you won't know till you ask bignewy etc :)
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it works vs. AI units (e.g. SAMs etc), hemisphere coverage doesn't seem to be modelled as foxwxl mentions. Some people seem to think it works against FC3 aircrafts you can see how it works by checking your RWS vs AI SAM units (e.g. sa10's) - it makes quite a difference
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sometimes when i deselect an stt i hit a bug where the radar mode text changes to STT and i can't change radar modes until i reset it, in the screenshot below you can see that STT is displayed where the radar mode is and it also displays stt next to it, this was after i deselected a target
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the radar will stay on/you can read the track in the hud, while the jeff is rebooting/BIT-ing after an engine flameout it's very easy to reproduce: get to 20-30k ft, lock something head on and pitch forward/stay on negative g until the engine goes out
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sometimes the radar can't transition to stt, the azimuth automatically narrows down but the radar can't get a lock. This is mostly cosmetic, but sometimes it can leave the radar inoperable unless i hit a/a master mode again or reset it etc in the screenshot linked below, the radar is in tws mode, it's showing 60 degrees azimuth, while the scan area is set to 25 and it's at 2 bars https://forums.eagle.ru/attachment.php?attachmentid=224266&d=1577996371
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if i have one or more aircrafts targeted as HPT/SPT or STT/DTT and manoeuver so that they're located near my radar's horizontal gimbal limits (i.e. crank), the radar elevation sometimes drops below the elevation required to continue tracking these targets, without any input from me, however the track remains stable The problem this causes however, is that if radar lock is lost (e.g. accidentally banking / turning away from the target at a greater angle than the elevation gimbal limit of the radar ~30 degrees during cranking), the elevation when the radar starts scanning again is set to whatever that buggy elevation value was, making re-acquisition of the target problematic (e.g. if the player didn't notice the target's altitude, just before the track was lost etc). The same problem will happen if i want to deselect for example one of the DTT targets, so that i can pick another one - the radar elevation will drop to whatever the buggy value is, so then i have to raise the elevation again / wait to re-acquire tracks etc in the screenshot below you can see that the target is at 20k ft, the radar cursor is showing 15/3 and the radar elevation is -7 degrees, all while i maintain stt on it in this screenshot the target is at 23k ft, the cursor is showing 17/8 and the radar elevation is -6 degrees
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can't get the sd10 to track when radar is off and d/l on
witness_me replied to witness_me's topic in Bugs and Problems
oh noes :( thanks for the the info :) yeah i was talking about collaborative tracking (ncct) - it's been part of the link16 spec since early 2000 / was assuming the jeff would be compatible/support it, since it's using a Pakistani developed datalink based on/compatible with link16 (and maybe ttnt/mp-cdl etc ?) yeah i should have known that might be the case with the cheap radio.. oh well, crowdfunder to add jtrs to the jeff (and dcs)? p.s. do you want to move/delete this so that it doesn't clutter the bug reporting sub-forum ? -
can you try lobbing it again in the same scenario and after the impact check the f10 map? if the unit was hit at all it's healthbar would show yellow, maybe you hit the ground near it or something like that? also, did you use the he munition? i've had problems in the past hiting stuff with it - the reason was i kept forgetting to set up the elevation, so the munition would for example detonate under a bridge instead of on the bridge etc, try adding another 10ft to your elevation in the ufcp (bottom row)
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at the moment their pk is really up there, also, not using active mode or sp, don't have to really - why risk it when they're that good from afar :D
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try a gbu 10, set the fuze to tail, drop it from up high
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i just tried instant action and could change between all five programs using l5 and between programs 1,3,5 using l4 in the combat page, tried both manual and auto could it be that your loadout is messed up / you don't have countermeasures loaded or maybe the special options got messed up somehow ? i use the default settings for countermeasures, not sure if that plays a role
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the sfw specifically wouldn't do anything against runways your best bet at the moment would be gbu's i guess. I'm pretty sure i saw a post somewhere where the deka team mentioned they're working on an anti runway weapon (some copy of the mantra durandal)
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p.s. forgot to mention - the missile will consistently fly over speedboats when it's not set to popup mode
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the c802ak in the screenshot below is never going to give up or let me down the last 15 seconds of the flight can be seen here:
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thanks Tiger-II, Terrorban i can get very consistent hits at those ranges, i'm just trying to make sure i utilize the ld-10s to their full potential, which is hard to do if you don't know much about their specs e.g. i'm trying to guess what their max altitude is - they seem to fail if i loft them to extreme (by western standards at least, for similar weapons) heights. I was hoping someone would have gone through the pain already and could provide more concrete numbers :D
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thx for clarifying :beer:
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you can toggle guide bars for the glide slope both in the efis adi and in the hud - you need to be on nav mode -> apr mode -> ils -> faf mode (at least that's teh one i use - not sure it'll work if you manually set to rwy)
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just a thought since you mentioned it happens on the 3rd lgb onwards - if you haven't noticed, with LGB's, the fuze setting in a profile doesn't get applied to all the munitions of the same type e.g. if you're carrying 4*12's you have to set the fuze per pylon in the same profile (you can change pylons after you take off, using the nws button) - if you set the fuze to n+t just once, the 3rd and 4th 12's will be duds unless you set the fuze for the 2nd pylon too could that be the reason some of your lgb's are not detonating?
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a few questions re the ld10's: - I can get hits at 60-70 nm's off the ld10s, does that sound about right? - i can manage to get them as far as 80nm's, maybe a bit more (lofted) but they wouldn't track properly, i'm assuming the battery dies out? can the deka team share any specs with us regarding how they're implemented in the game, e.g. guidance sensor detection angles, battery life etc? some screenshots: and
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the reticle is just a cross with a dot at the centre - sounds like you only see the boresight cross though? - go a/g master mode -> sms -> gun -> feed, after 2-3 secs you'll have a working gun check out chuck's guide edit: old people typing - razor beat me to it :) - here's the guide: https://www.mudspike.com/chucks-guides-dcs-jf-17-thunder/